RimWorld

RimWorld

More Traits
68 Comments
Велес Jul 14 @ 9:26am 
Bro Update pls 1.6. Ty)
Halicade Mar 7 @ 5:30am 
Hello!

You are overwriting the basegame defs which is causing issues with other mods. logs attached https://gist.github.com/HugsLibRecordKeeper/c459f1ad7b7b1477af9d2c18e3fea739

I noticed this because the trait annoying voice, now also applies the "soothing voice" opinion because it uses the same thoughtworker
In the description of the trait "Nyctophobia," it is stated that the pawns should move 40% faster, although they are barely crawling. Most likely, the multiplier should be set to 140, as multiplying by percentages reduces the number.
12$ Sleepyhead Oct 6, 2024 @ 12:01pm 
For some reason, I get mood penalty from pain despite having Pain: Idealized precept. Troubleshooting showed that this mod was the reason. You might wanna look into that.
rex6564 Apr 12, 2024 @ 3:59am 
thank u bro
GRIMZY  [author] Apr 12, 2024 @ 3:18am 
1.5 update is out.
rex6564 Apr 11, 2024 @ 10:01am 
do u plan on updating to 1.5 plz?
gravy Apr 5, 2024 @ 5:59pm 
One of the Q&A questions in the mod page for 'Improved Insectoids' says this:

2. My colonists hide in their rooms during infestations! Why?
A. This is caused by the fear-instilling ability added to larger insects. This can be disabled for the player faction in Improved Insectoids' settings menu.
gravy Apr 5, 2024 @ 5:56pm 
I've come back to say that it may not have been your mod causing the mood breaks above the mood threshold. Instead, I think the mod 'Improved Insectoids' by Carnagion was causing it.
gravy Mar 24, 2024 @ 4:06pm 
the Wander_OwnRoom mental break is occuring on pawns well above the mood break threshold, can you look at that to see if this also happens to you? I've disabled that mood break through Cherrypicker
i drank the bass pro shops water Nov 11, 2023 @ 5:46am 
i have an idea for a trait; "Chronic Pain" would increase the pain shock threshold by 10% but add 20% pain at all times
ed155 Oct 29, 2023 @ 5:25am 
@GRIMZY thx
GRIMZY  [author] Oct 28, 2023 @ 7:22pm 
@ed155 the mod wont conflict with vanilla expanded traits as far as im aware
ed155 Oct 28, 2023 @ 6:40pm 
Compability with vanilla expanded traits?
GRIMZY  [author] Aug 21, 2023 @ 12:55am 
@Rypool yeah lovesick uses a renamed version of those thoughts and nullifies the originals to avoid getting both the lovesick moodlets and the original games moodlets
Kingbuddy06 Aug 20, 2023 @ 7:17pm 
Just noticed a bug with Lovesick idk if it's a conflict with another mod. I've been trying to figure out why 1 of my pawns was getting no mood buff from lovin but the other one had x9. I checked his mood in the character editor which has 6 greyed out nullified "Got some lovin" buffs saying "Thought Disabled by: Lovesick" for all of them which doesn't make sense since lovesick says you should get stronger positive moodlets in bed right?
Void Fox Aug 11, 2023 @ 5:17pm 
Hey buddy, nice mod
GRIMZY  [author] Jun 23, 2023 @ 12:11pm 
@[JdG] Pejman hi im sorry i couldnt respond sooner but a bad thunderstorm had left me without power for 8 days, im pretty sure i know what the issue is, i will look into it but theres no guarantee i can fix it, even though it throws that error it should still work as intended.
[JdG] Pejman Jun 18, 2023 @ 5:42pm 
getting errors :
XML RimWorld.ThoughtDef defines the same field twice: nullifyingTraits.




for
Insulted/InsultedMood
Qx Jun 7, 2023 @ 7:21am 
@GRIMZY I think he meant the first trait that gives penet and damage factor might have some problems with CE i think you should check it since CE works diffrently from vanilla
GRIMZY  [author] May 11, 2023 @ 8:46pm 
@alreShan i dont see how there should be any compatibility issues since the mod only adds traits but if there is an issue you can report the problem here and i'll eventually see it, if any compatibility issues do exist it may only be with other trait mods
晓山alreShan May 11, 2023 @ 8:40pm 
uhhhh, (Maybe sorry to ask) a FAQ: Does it compatible with CE?:waxquail:
GRIMZY  [author] May 7, 2023 @ 3:52pm 
thanks for the feedback everyone, i will attempt to resolve these issues.
CrazyOwl May 7, 2023 @ 2:30pm 
Some two cents about Nomadic trait. I vote, for all my vote is worth, to do something with it. I mean, my playstyle is my own problem, I guess, but this trait is a 100% instakill of a colony if you randomly get it. My solo mechanitor just ended my playthrough because she got this trait after enduring a mild flue and almost immediatly left the settlement "just because". She was at 90%+ happiness and since she was, kind of, my main hero of the game, I had to savescum and forcibly remove the trait to salvage the situation. It was either this or start all over for no reason.
Fruchtgummi May 7, 2023 @ 9:33am 
I think there is something seriously wrong with some of the values. Take witcher for example. They are supposed to be better at plant work and butchery but it's actually the opposite. And I mean strongly the opposite. If you want to speed up plant work you are definitely NOT supposed to multiply it by 25% as that means the value is actually quartered.

Would you mind hunting those traits down and change the values? If you want it to be 25% faster you either ADD 25% (+25%) or multiply it by 125% (x125%) as both states will accomplish this exact goal.

right now there are some traits that absolutely cripple your pawns because of that logic error. Namely Witcher and Merciless (the latter makes you so weak a bunny rabbit can debately kill before you are even able to seriously injure it)
GRIMZY  [author] Mar 30, 2023 @ 6:52pm 
@blank hitpoints doesnt work but the rest should, i hope to get it to do what i want in the future.
<blank> Mar 30, 2023 @ 12:49pm 
Does the trait Enhance work? ive had it a on a couple pawns and i dont see a difference or mabe i dont understand hipoints to body part hitpoints
GRIMZY  [author] Nov 23, 2022 @ 3:36pm 
not a bad idea
Richard Nov 23, 2022 @ 2:51pm 
is there any plan to make the abundant trait into "abundant harvest" and make a mining variant called "abundant excavation"?
GRIMZY  [author] Nov 13, 2022 @ 11:55pm 
i will look into it, it might be the Rawism trait messing with it perhaps
Primeiro carro do nfsu 2 Nov 13, 2022 @ 6:32pm 
for some reason robust digestion does not work with this mod
GRIMZY  [author] Nov 8, 2022 @ 2:40am 
alright i will check it out.
Sarelth Nov 8, 2022 @ 12:20am 
The Lazy Labor trait has a gramar error in the flavour text, says it ups the carry capacity, not lowers it. Just a heads up on since its just the text and seems to work properly.
rex6564 Oct 27, 2022 @ 1:44am 
thx dope mod
Veythara Oct 25, 2022 @ 12:00pm 
make sure it is actually up to date for you by unsubscribing and subscribing again.
steam can sometimes be a bit odd, i can confirm it works after it actually does update
Shayta1823 Oct 25, 2022 @ 11:41am 
It's still causing deterioration for me
Veythara Oct 25, 2022 @ 6:23am 
can confirm, stuff not deteriorating, no buttload of mental state errors. is fixed now
GRIMZY  [author] Oct 24, 2022 @ 9:30pm 
alright everyone the bug should be fixed now.
GRIMZY  [author] Oct 23, 2022 @ 9:17pm 
thanks i will check out the errors
AFGHAN PSYCHO Oct 23, 2022 @ 11:43am 
Same, this makes things in indoor storage deteriorate. Avoid this mod.
Shaloom Oct 23, 2022 @ 3:44am 
Been testing and testing and for some reason i find this mod making things take damage from being inside and in storage and when rains takes more even when inside
Veythara Oct 23, 2022 @ 3:33am 
can confirm, a lot of red errors related to mental states, also causing items to deteriorate indoors when there's weather like rain.
x3nit ☣ Oct 21, 2022 @ 5:45pm 
A lot of red errors coming from this mod.
frosted_gay Apr 9, 2022 @ 3:18pm 
Could you make this compatible with trait values?
GRIMZY  [author] Mar 7, 2022 @ 7:42pm 
@CleverName thanks for the feedback
Margrave Mar 7, 2022 @ 7:05pm 
the unbreakable trait doesn't decrease mental break threshold, it increases it. Change that + to a - homie
solidsnake8608 Nov 29, 2021 @ 3:05am 
@GRIMZY
Looks good now!
GRIMZY  [author] Nov 28, 2021 @ 7:23pm 
@solidsnake8606
alright gimme a moment.
solidsnake8608 Nov 28, 2021 @ 7:20pm 
Need to add <name>More Traits</name> to the About.xml as the first entry beneath <ModMetaData>.
Bazalisk Oct 9, 2021 @ 5:22am 
hmm the mod is still doesn't carry its own name when downloaded, still titled Workshop mod 2489644195 :s

will give it a try anyways and see if the new changes help :)